Freeciv-3.3
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techtools.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 2005 The Freeciv Team
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13#ifdef HAVE_CONFIG_H
14#include <fc_config.h>
15#endif
16
17/* utility */
18#include "astring.h"
19#include "fcintl.h"
20#include "log.h"
21#include "mem.h"
22#include "rand.h"
23#include "shared.h"
24#include "support.h"
25
26/* common */
27#include "game.h"
28#include "government.h"
29#include "movement.h"
30#include "player.h"
31#include "research.h"
32#include "tech.h"
33#include "unit.h"
34
35/* common/scriptcore */
36#include "luascript_types.h"
37
38/* server */
39#include "citytools.h"
40#include "cityturn.h"
41#include "connecthand.h"
42#include "gamehand.h"
43#include "maphand.h"
44#include "notify.h"
45#include "plrhand.h"
46#include "unittools.h"
47
48/* server/scripting */
49#include "script_server.h"
50
51#include "techtools.h"
52
53/* Define this to add information about tech upkeep. */
54#undef TECH_UPKEEP_DEBUGGING
55
56static Tech_type_id
60static void research_tech_lost(struct research *presearch,
61 Tech_type_id tech);
62static void forget_tech_transferred(struct player *pplayer, Tech_type_id tech);
63
64/************************************************************************/
69{
71 return;
72 }
73 presearch->bulbs_researched -=
75 * penalty_percent) / 100;
76 presearch->researching_saved = A_UNKNOWN;
77}
78
79/************************************************************************/
85 struct player *originating_plr, struct advance *tech,
86 const char *reason)
87{
88 /* Emit signal for individual player whose action triggered the
89 * tech first */
90 if (originating_plr) {
92 script_server_signal_emit("tech_researched", tech, originating_plr,
93 reason);
94 }
95
96 /* Emit signal to remaining research teammates, if any */
98 if (member != originating_plr) {
99 script_server_signal_emit("tech_researched", tech, member, reason);
100 }
102}
103
104/************************************************************************/
108{
109 char research_name[MAX_LEN_NAME * 2];
110 /* Cache researched technology for event signal, because found_new_tech()
111 * changes the research target. */
113
115 /* Players will be notified when new tech is chosen. */
118 _("The %s have researched %s."),
121
122 /* Deduct tech cost. */
124 FALSE);
126 if (j == research->researching) {
129 }
131
132
133 /* Do all the updates needed after finding new tech. */
135
136 script_tech_learned(research, NULL, advance_by_number(tech), "researched");
137}
138
139/************************************************************************/
143void do_tech_parasite_effects(struct player *pplayer)
144{
147 struct effect_list *plist;
148 struct astring effects;
149 struct research *plr_research;
150 char research_name[MAX_LEN_NAME * 2];
151 const char *advance_name;
152 Tech_type_id tech;
153 /* Note that two EFT_TECH_PARASITE* effects will combine into a single,
154 * much worse effect. */
155 int mod_abs;
156 int mod_pct;
157 int mod;
158 int num_techs;
159 int rcount = research_count();
160
163
164 mod = (rcount * mod_pct) / 100;
165
166 if (mod <= 0 && mod_abs <= 0) {
167 /* No effects. */
170 return;
171 }
172
173 if (mod > 0 && (mod_abs <= 0 || mod_abs > mod)) {
176 } else {
177 mod = mod_abs;
180 }
181
182 /* Pick a random technology. */
183 tech = A_UNSET;
184 num_techs = 0;
185 plr_research = research_get(pplayer);
187 int num_teams;
188
192 continue;
193 }
194
195 num_teams = 0;
198 if (mod <= ++num_teams) {
199 if (0 == fc_rand(++num_techs)) {
200 tech = i;
201 }
202 break;
203 }
204 }
207
208 if (A_UNSET == tech) {
209 /* No tech found. */
211 return;
212 }
213
214 /* Notify. */
219
221 /* TRANS: Tech from source of an effect
222 * (Great Library) */
223 Q_("?fromeffect:%s acquired from %s!"),
225 astr_str(&effects));
227 /* TRANS: Tech from source of an effect
228 * (Great Library) */
229 Q_("?fromeffect:%s acquired from %s's %s!"),
231 player_name(pplayer),
232 astr_str(&effects));
234 /* TRANS: Tech from source of an effect
235 * (Great Library) */
236 Q_("?fromeffect:The %s have acquired %s from %s."),
239 astr_str(&effects));
240
243
244 /* Really get tech. */
247
249 script_server_signal_emit("tech_researched", advance_by_number(tech),
250 member, "stolen");
252}
253
254/************************************************************************/
257static inline void
259 const struct research *presearch)
260{
261 packet->id = research_number(presearch);
262 packet->techs_researched = presearch->techs_researched;
263 packet->future_tech = presearch->future_tech;
264 packet->researching = presearch->researching;
265 packet->researching_cost =
266 (packet->researching != A_UNSET
268 FALSE) : 0);
269 packet->bulbs_researched = presearch->bulbs_researched;
270 packet->tech_goal = presearch->tech_goal;
271 packet->total_bulbs_prod = 0;
273 city_list_iterate(pplayer->cities, pcity) {
274 packet->total_bulbs_prod += pcity->surplus[O_SCIENCE];
278 packet->inventions[i] = presearch->inventions[i].state + '0';
280 packet->inventions[advance_count()] = '\0';
281 packet->tech_goal = presearch->tech_goal;
282#ifdef FREECIV_DEBUG
283 log_verbose("Research nb %d inventions: %s",
285 packet->inventions);
286#endif /* FREECIV_DEBUG */
287}
288
289/************************************************************************/
294 const struct conn_list *dest)
295{
298 const struct player *pplayer;
299
301 if (NULL == dest) {
302 dest = game.est_connections;
303 }
304
305 /* Packaging */
308 restricted_info.tech_goal = A_UNSET;
309 restricted_info.total_bulbs_prod = 0;
311
312 conn_list_iterate(dest, pconn) {
313 pplayer = conn_get_player(pconn);
314 if (NULL != pplayer) {
315 if (presearch == research_get(pplayer)) {
316 /* Case research owner. */
318 } else {
319 /* 'pplayer' may have an embassy for looking to 'presearch'. */
320 bool embassy = FALSE;
321
323 if (team_has_embassy(pplayer->team, powner)) {
324 embassy = TRUE;
325 break;
326 }
328
329 if (embassy) {
331 } else {
333 }
334 }
335 } else if (pconn->observer) {
336 /* Case global observer. */
338 }
340}
341
342/************************************************************************/
348 bool was_discovery, bool saving_bulbs)
349{
352 bool was_first = FALSE;
353 bool bonus_tech_hack = FALSE;
354 int i;
355 const char *advance_name;
357 struct city *pcity;
358
360
361#ifndef FREECIV_NDEBUG
362 fc_assert(NULL != vap);
364#endif /* FREECIV_NDEBUG */
365
367 }
368
369 /* Assign 'advance_name' before we increase the future tech counter. */
371
372 if (was_first && vap) {
373 /* Alert the owners of any wonders that have been made obsolete */
374 improvement_iterate(pimprove) {
375 requirement_vector_iterate(&pimprove->obsolete_by, pobs) {
376 if (pobs->source.kind == VUT_ADVANCE
377 && pobs->source.value.advance == vap
378 && pobs->range >= REQ_RANGE_WORLD
379 && pobs->present
380 && pobs->survives
381 && is_great_wonder(pimprove)
382 && (pcity = city_from_great_wonder(pimprove))) {
384 _("Discovery of %s OBSOLETES %s in %s!"),
389 }
392 }
393
394 if (was_first
398 }
399
400 /* Memorize some values before the tech is marked as researched.
401 * We will check what has changed later. */
404
405 /* Count EFT_HAVE_EMBASSIES effect for each player. */
408
410
411 /* Getting tech allows us to change research without applying techpenalty
412 * (without losing bulbs) */
413 if (tech_found == presearch->researching) {
414 presearch->free_bulbs = presearch->bulbs_researched;
415 }
416 presearch->researching_saved = A_UNKNOWN;
417 presearch->techs_researched++;
418
419 /* Mark the tech as known in the research struct and update
420 * global_advances array. */
422 presearch->future_tech++;
423 } else {
426 }
427
428 /* Inform players about their new tech. */
430
431 if (was_first) {
432 /* Inform all players about new global advances to give them a
433 * chance for obsolete buildings. */
435 }
436
437 /* Make proper changes for all players. Use shuffled order, in case
438 * a script would detect a signal. */
442
443 if (shares_research) {
444 char buf[250];
445
446 /* Give free infrastructure in every city */
447 if (tech_found != A_FUTURE) {
449
450 /* Revealing of extras with visibility_req */
451 whole_map_iterate(&(wld.map), ptile) {
452 if (map_is_known_and_seen(ptile, aplayer, V_MAIN)) {
454 send_tile_info(aplayer->connections, ptile, FALSE);
455 }
456 }
458 }
459
460 /* Enhance vision of units if a player-ranged effect has changed. Note
461 * that world-ranged effects will not be updated immediately. */
463
464 if (shares_research) {
465 fc_snprintf(buf, sizeof(buf), _("Discovery of %s"), advance_name);
466
468 }
469 }
470
471 /* For any player. */
472 /* Update all cities in case the tech changed some effects. This is
473 * inefficient; it could be optimized if it's found to be a problem.
474 * But techs aren't researched that often. */
476 /* Refresh the city data; this also updates the squared city radius. */
481
482 /* Send all player an updated info of the owner of the Marco Polo
483 * Wonder if this wonder has become obsolete. */
484 if (had_embassies[i] > 0
486 send_player_all_c(aplayer, aplayer->connections);
488 if (aplayer != pother_player) {
491 }
493 }
495
497
498 if (tech_found == presearch->tech_goal) {
499 presearch->tech_goal = A_UNSET;
500 }
501
502 if (tech_found == presearch->researching) {
503 /* Try to pick new tech to research. */
505 presearch->tech_goal);
506
507 /* As this function can be recursive, we need to print the messages
508 * before really picking the new technology. */
509 if (A_UNSET != next_tech) {
511 _("Learned %s. Our scientists focus on %s; "
512 "goal is %s."),
515 next_tech),
517 (presearch, presearch->tech_goal));
518 } else {
520 /* Use pick_random_tech() to determine if there now is
521 * a regular tech to research, e.g., if one was lost
522 * due to tech upkeep since we started researching future techs. */
524
525 /* Continue researching future tech, if possible. */
526 if (next_tech != A_FUTURE) {
527 bool ai_found = FALSE;
528
529 /* Otherwise check if there's an AI player to support
530 * randomly selected tech (one that "made" the decision) */
532 if (is_ai(aplayer)) {
533 ai_found = TRUE;
534 }
536
537 if (!ai_found) {
538 /* Decision is humans' to make */
540 }
541 }
542 } else {
543 /* If there is at least one AI player still alive, then pick
544 * a random tech, else keep A_UNSET. */
546 if (is_ai(aplayer)) {
548 break;
549 }
551 }
552
553 if (A_UNSET == next_tech) {
555 _("Learned %s. Scientists "
556 "do not know what to research next."),
558 } else {
560 _("Learned %s. Scientists choose to research %s."),
563 next_tech));
564 }
565 }
566
567 if (A_UNSET != next_tech) {
569 } else {
570 presearch->researching = A_UNSET;
571 }
572 }
573
574 if (!saving_bulbs && presearch->bulbs_researched > 0) {
575 presearch->bulbs_researched = 0;
576 }
577
578 if (bonus_tech_hack) {
580 char research_name[MAX_LEN_NAME * 2];
581 const char *radv_name;
582
584
586
588
590 if (advance_by_number(tech_found)->bonus_message != NULL
591 && additional_tech != A_UNSET) {
593 _(advance_by_number(tech_found)->bonus_message),
594 radv_name);
595 } else if (additional_tech != A_UNSET) {
596 /* FIXME: "your" when it was just civilization of one of the players
597 * sharing the research. */
599 _("Great scientists from all the "
600 "world join your civilization: you learn "
601 "%s immediately."), radv_name);
602 }
603 /* TODO: Ruleset should be able to customize this message too */
605 _("%s acquire %s as a result of learning %s."),
607 }
608}
609
610/************************************************************************/
613static bool lose_tech(struct research *research)
614{
616 /* Tech loss disabled */
617 return FALSE;
618 }
619
620 if (research->techs_researched == 0) {
621 /* No tech to lose */
623 return FALSE;
624 }
625
626 /* First check is not for optimization only - it protects
627 * research_total_bulbs_required() from getting called before research
628 * has even been set to value other than A_UNSET. */
632 * game.info.techloss_forgiveness / 100)) {
633 return TRUE;
634 }
635
636 return FALSE;
637}
638
639/************************************************************************/
651void update_bulbs(struct player *pplayer, int bulbs, bool check_tech,
652 bool free_bulbs)
653{
654 struct research *research = research_get(pplayer);
655
656 if (!pplayer->is_alive) {
657 /* Dead players do not produce research */
658 return;
659 }
661
662 /* Count our research contribution this turn */
663 pplayer->server.bulbs_last_turn += bulbs;
668 }
672 }
674 if (j == research->researching) {
676 }
678
679
680 do {
681 /* If we have a negative number of bulbs we do try to:
682 * - reduce the number of future techs;
683 * - or lose one random tech.
684 * After that the number of bulbs available is increased based on the
685 * value of the lost tech. */
686 if (lose_tech(research)) {
689
690 if (tech != A_NONE) {
691 if (game.server.techloss_restore >= 0) {
695 } else {
697 }
699
700 log_debug("%s: tech loss (%s)",
702 (is_future_tech(tech) ? "Future Tech"
705 /* Make notification after losing the research, in case it is
706 * a future tech (for getting the right tech number). */
708 _("Insufficient science output. We lost %s."),
710 }
711 }
712
713 /* Check for finished research. */
714 if (!check_tech
718 FALSE))) {
719 break;
720 }
721
723 } while (research->researching != A_UNSET);
724}
725
726/************************************************************************/
729static Tech_type_id
731{
734 /* A_NONE included in advance_count(). */
735 int eligible = full_count - 1;
736 int chosen;
737
739
742 if (BV_ISSET(eligible_techs, i)) {
743 eligible--;
745 }
746 } else {
747 /* Knowing this tech may make others ineligible */
749
750 /* Never lose techs that are root_req for a currently known tech
751 * (including self root_req) */
752 if (root != A_NONE && BV_ISSET(eligible_techs, root)) {
753 eligible--;
755 }
757 /* Ruleset can prevent this kind of tech loss from opening up
758 * holes in the tech tree */
760
763 eligible--;
765 }
768 eligible--;
770 }
771 }
772 }
774
775 if (eligible == 0) {
776 /* no researched technology at all */
777 return A_NONE;
778 }
779
780 chosen = fc_rand(eligible) + 1;
781
783 if (BV_ISSET(eligible_techs, i)) {
784 chosen--;
785 if (chosen == 0) {
786 return i;
787 }
788 }
790
791 /* should never be reached */
792 fc_assert_msg(chosen == 0, "internal error (eligible=%d, chosen=%d)",
794 return A_NONE;
795}
796
797/************************************************************************/
800static inline struct government *
802{
803 struct government *picked = NULL;
804 int gov_nb = 0;
805
807 if (can_change_to_government(pplayer, pgov) && 0 == fc_rand(++gov_nb)) {
808 picked = pgov;
809 }
812 return picked;
813}
814
815/************************************************************************/
819{
820 char research_name[MAX_LEN_NAME * 2];
821 /* Research members will be notified when new tech is chosen. */
822 const struct civ_map *nmap = &(wld.map);
823
825
826 presearch->techs_researched--;
827 if (is_future_tech(tech)) {
828 presearch->future_tech--;
830 /* Notify after decreasing the future tech counter, to get the right
831 * tech number in the message. */
833 _("The %s have lost %s."),
836 tech));
837 /* Inform players about their technology loss. */
839 return;
840 }
841
844 /* TRANS: technology loss */
845 _("The %s have lost %s."),
848 tech));
849
850 /* Remove technology. */
853 log_debug("%s lost tech id %d (%s)", research_rule_name(presearch), tech,
855
856 /* Inform players about their technology loss. */
858
860 /* Check government. */
861 if (!can_change_to_government(pplayer, government_of_player(pplayer))) {
862 /* Lost the technology for the government; switch to random
863 * available government. */
864 struct government *pgov = pick_random_government(pplayer);
865
867 _("The required technology for our government '%s' "
868 "was lost. The citizens have started a "
869 "revolution into '%s'."),
871 (pplayer)),
874 send_player_info_c(pplayer, NULL);
875 } else if (NULL != pplayer->target_government
876 && !can_change_to_government(pplayer,
877 pplayer->target_government)) {
878 /* Lost the technology for the target government; use a random
879 * available government as new target government. */
880 struct government *pgov = pick_random_government(pplayer);
881
883 _("The required technology for our new government "
884 "'%s' was lost. The citizens chose '%s' as new "
885 "target government."),
886 government_name_translation(pplayer->target_government),
888 pplayer->target_government = pgov;
889 send_player_info_c(pplayer, pplayer->connections);
890 }
891
892 /* Check all units for valid activities. */
894
895 /* Check city production */
896 city_list_iterate(pplayer->cities, pcity) {
897 bool update = FALSE;
898
899 if (pcity->production.kind == VUT_UTYPE
900 && !can_city_build_unit_now(nmap, pcity, pcity->production.value.utype)) {
901 notify_player(pplayer, city_tile(pcity),
903 _("%s can't build %s. The required technology was "
904 "lost."),
906 utype_name_translation(pcity->production.value.utype));
907 choose_build_target(pplayer, pcity);
908 update = TRUE;
909 }
910
911 if (pcity->production.kind == VUT_IMPROVEMENT
913 pcity->production.value.building)) {
914 notify_player(pplayer, city_tile(pcity),
916 _("%s can't build %s. The required technology was "
917 "lost."),
920 (pcity->production.value.building));
921 choose_build_target(pplayer, pcity);
922 update = TRUE;
923 }
924
925 if (update) {
927 send_city_info(pplayer, pcity);
928 }
931}
932
933/************************************************************************/
937{
938 Tech_type_id tech = A_FUTURE;
939 int num_techs = 0;
940
943 if (fc_rand(++num_techs) == 0) {
944 tech = i;
945 }
946 }
948
949 return tech;
950}
951
952/************************************************************************/
956{
957 int cheapest_cost = -1;
958 int cheapest_amount = 0;
959 Tech_type_id cheapest = A_FUTURE; /* If no real tech is found to be missing */
960
964
965 if (cost < cheapest_cost || cheapest_cost == -1) {
967 cheapest_amount = 1;
968 cheapest = i;
969 } else if (cost == cheapest_cost && fc_rand(++cheapest_amount) == 0) {
970 cheapest = i;
971 }
972 }
974
975 return cheapest;
976}
977
978/************************************************************************/
993
994/************************************************************************/
1003{
1004 int bulbs_res = 0;
1005
1006 if (is_future_tech(tech)) {
1011 }
1012 } else {
1013 if (research->researching == tech) {
1014 return;
1015 }
1017 /* Can't research this. */
1018 return;
1019 }
1020 }
1021
1024 /* Save old tech research */
1025 if (j == research->researching) {
1027 }
1028 /* New tech*/
1029 if (j == tech) {
1031 }
1033 research->researching = tech;
1035 research->free_bulbs = 0;
1039 }
1040 return;
1041 }
1042
1043 /* The first check implies we have NOT recently got a technology
1044 * and are changing from one we were researching at tc. */
1049 /* Subtract a penalty because we changed subject. */
1050 if (research->bulbs_researched > 0) {
1053 * game.server.techpenalty) / 100;
1054 /* If free_bulbs were for some reason negative... */
1056 }
1057 } else if (tech == research->researching_saved) {
1060 }
1061 research->researching = tech;
1065 }
1066}
1067
1068/************************************************************************/
1073{
1075
1076 if (tech == presearch->tech_goal) {
1077 return;
1078 }
1079
1080 /* It's been suggested that if the research target is empty then
1081 * choose_random_tech() should be called here. */
1082 presearch->tech_goal = tech;
1084 _("Technology goal is %s."),
1086}
1087
1088/************************************************************************/
1091void init_tech(struct research *research, bool update)
1092{
1094
1096
1100
1101#ifdef TECH_UPKEEP_DEBUGGING
1102 /* Print a list of the needed upkeep if 'i' techs are researched.
1103 * If the ruleset contains self-rooted techs this can not work! */
1104 {
1105 bool global_state[A_LAST];
1106 Tech_type_id tech = A_LAST;
1107
1108 /* Save the game research state. */
1112
1115
1116 /* Show research costs. */
1118 log_debug("[research %d] %-25s (ID: %3d) cost: %6d - reachable: %-3s "
1119 "(now) / %-3s (ever)", research_number(research),
1123 ? "yes" : "no",
1124 research_invention_reachable(research, i) ? "yes" : "no");
1126
1127 /* Update step for step each tech as known and print the upkeep. */
1128 while (tech != A_NONE) {
1129 tech = A_NONE;
1133 /* Found a tech which can be researched. */
1134 tech = i;
1135 break;
1136 }
1138
1139 if (tech != A_NONE) {
1142
1143 /* This will change the game state! */
1145
1147 log_debug("[player %d] researched: %-25s (ID: %4d) techs: %3d "
1148 "upkeep: %4d", research_number(research),
1152 }
1153 }
1154
1155 /* Reset the changes done. */
1160 }
1161#endif /* TECH_UPKEEP_DEBUGGING */
1162
1164
1165 if (update) {
1167
1168 /* Mark the reachable techs */
1170
1172 if (A_UNSET != next_tech) {
1174 } else {
1176 }
1177 }
1178}
1179
1180/************************************************************************/
1186{
1187 int i;
1188
1189 /* Global techs. */
1190 for (i = 0; i < MAX_NUM_TECH_LIST; i++) {
1192 break;
1193 }
1194 /* Maybe the player already got this tech by an other way (e.g. team). */
1196 != TECH_KNOWN) {
1198 FALSE, TRUE);
1199 }
1200 }
1201
1202 /* Nation techs. */
1204 const struct nation_type *pnation = nation_of_player(pplayer);
1205
1206 for (i = 0; i < MAX_NUM_TECH_LIST; i++) {
1207 if (pnation->init_techs[i] == A_LAST) {
1208 break;
1209 }
1210 /* Maybe the player already got this tech by an other way. */
1212 != TECH_KNOWN) {
1214 }
1215 }
1217
1218 /* Random free techs (N.B.: freecost penalty not applied). */
1219 for (i = 0; i < num_random_techs; i++) {
1221 }
1222}
1223
1224/************************************************************************/
1233{
1234 struct research *presearch, *vresearch;
1236 const char *advance_name;
1237 char research_name[MAX_LEN_NAME * 2];
1238
1240 return A_NONE;
1241 }
1242
1243 presearch = research_get(pplayer);
1245
1246 if (preferred == A_UNSET) {
1247 int j = 0;
1249
1255 j++;
1256 }
1258
1259 if (j == 0) {
1260 /* We've moved on to future tech */
1261 if (vresearch->future_tech > presearch->future_tech) {
1263 } else {
1264 return A_NONE;
1265 }
1266 } else {
1267 /* Pick random tech */
1268 j = fc_rand(j) + 1;
1269 stolen_tech = A_NONE; /* Avoid compiler warning */
1275 j--;
1276 }
1277 if (j == 0) {
1278 stolen_tech = i;
1279 break;
1280 }
1283 }
1284 } else { /* preferred != A_UNSET */
1285#ifndef FREECIV_NDEBUG
1286 if (!is_future_tech(preferred)) {
1289 preferred));
1290 }
1291#endif /* FREECIV_NDEBUG */
1293 }
1294
1298 _("You steal %s from the %s."),
1302 _("The %s stole %s from the %s and shared it with you."),
1303 nation_plural_for_player(pplayer),
1306
1308 _("The %s stole %s from you!"),
1309 nation_plural_for_player(pplayer),
1310 advance_name);
1311
1313 _("The %s have stolen %s from the %s."),
1317
1318 if (tech_transfer(pplayer, victim, stolen_tech)) {
1322 "stolen");
1323 return stolen_tech;
1324 }
1325
1326 return A_NONE;
1327}
1328
1329/************************************************************************/
1336void handle_player_research(struct player *pplayer, int tech)
1337{
1338 struct research *research = research_get(pplayer);
1339
1340 if (tech != A_FUTURE && !valid_advance_by_number(tech)) {
1341 return;
1342 }
1343
1344 if (tech != A_FUTURE
1346 return;
1347 }
1348
1349 choose_tech(research, tech);
1350
1351 /* Notify players sharing the same research. */
1353}
1354
1355/************************************************************************/
1359void handle_player_tech_goal(struct player *pplayer, int tech_goal)
1360{
1361 struct research *research = research_get(pplayer);
1362
1363 /* Set the tech goal to a defined state if it is
1364 * - not a future tech and not a valid goal
1365 * - not a future tech and not a valid advance
1366 * - not defined
1367 * - known (i.e. due to EFT_GIVE_IMM_TECH). */
1368 if ((tech_goal != A_FUTURE
1371 || (tech_goal == A_NONE)
1374 }
1375
1377
1378 /* Notify players sharing the same research. */
1380}
1381
1382/************************************************************************/
1386{
1387 Tech_type_id tech;
1388
1391 } else if (presearch->researching == A_UNSET
1394 } else {
1395 tech = presearch->researching;
1396 }
1397 return tech;
1398}
1399
1400/************************************************************************/
1409
1410/************************************************************************/
1413static void forget_tech_transferred(struct player *pplayer, Tech_type_id tech)
1414{
1415 struct research *presearch = research_get(pplayer);
1416
1418 /* Make notification after losing the research, in case it is a future
1419 * tech (for getting the right tech number). */
1421 _("Too bad! You made a mistake transferring the tech %s and "
1422 "lost it."),
1425 _("Too bad! The %s made a mistake transferring the tech "
1426 "%s and lost it."),
1427 nation_plural_for_player(pplayer),
1429}
1430
1431/************************************************************************/
1436 Tech_type_id tech)
1437{
1438 if (game.server.techlost_donor > 0) {
1440 bool donor_can_lose = TRUE;
1441
1443 /* Never let donor lose tech if it's root_req for some other known
1444 * tech */
1446 && (advance_required(i, AR_ROOT) == tech
1448 && (advance_required(i, AR_ONE) == tech
1449 || advance_required(i, AR_TWO) == tech)))) {
1451 break;
1452 }
1456 }
1457 }
1458
1459 if (fc_rand(100) < game.server.techlost_recv) {
1461
1462 /* We've not received the tech yet, and never will.
1463 * Do not call forget_tech_transferred() that would handle it
1464 * as something we had and now lose.
1465 * (e.g. subtracting techs_researched counter) */
1467 _("Too bad! You made a mistake transferring the tech %s and "
1468 "didn't get it."),
1471 _("Too bad! The %s made a mistake transferring the tech "
1472 "%s and didn't get it."),
1475 return FALSE;
1476 }
1477
1478 return TRUE;
1479}
1480
1481/************************************************************************/
1488{
1489 struct cur_govs_data *data = fc_malloc(sizeof(struct cur_govs_data));
1490
1491 data->players = fc_malloc(sizeof(*data->players) * player_slot_count());
1492
1493 players_iterate(pplayer) {
1494 data->players[player_index(pplayer)].govs = fc_malloc(sizeof(bool) * government_count());
1496
1498 /* Memorize for the players sharing the research what government
1499 * they could switch on. */
1502 = can_change_to_government(pplayer, pgov);
1505
1506 return data;
1507}
1508
1509/************************************************************************/
1516{
1517 struct cur_govs_data *data = fc_malloc(sizeof(struct cur_govs_data));
1518
1519 data->players = fc_malloc(sizeof(*data->players) * player_slot_count());
1520
1521 players_iterate(pplayer) {
1522 data->players[player_index(pplayer)].govs = fc_malloc(sizeof(bool) * government_count());
1525 = can_change_to_government(pplayer, pgov);
1528
1529 return data;
1530}
1531
1532/************************************************************************/
1536{
1537 players_iterate(pplayer) {
1538 free(data->players[player_index(pplayer)].govs);
1540
1541 free(data->players);
1542 free(data);
1543}
1544
1545/************************************************************************/
1550 struct cur_govs_data *data,
1551 const char *reason)
1552{
1553 struct government *available = NULL;
1554
1556 if (!data->players[player_index(pplayer)].govs[government_index(pgov)]
1557 && can_change_to_government(pplayer, pgov)) {
1558 if (available != NULL) {
1560 /* TRANS: "Discovery of <tech>" */
1561 _("%s makes several new government forms"
1562 " available. You may want to start a revolution."),
1563 reason);
1564 return;
1565 }
1566
1567 available = pgov;
1568 }
1570
1571 if (available != NULL) {
1573 /* TRANS: "Discovery of <tech>" */
1574 _("%s makes the government form %s"
1575 " available. You may want to start a revolution."),
1576 reason,
1578 }
1579}
void astr_free(struct astring *astr)
Definition astring.c:148
void astr_init(struct astring *astr)
Definition astring.c:139
static const char * astr_str(const struct astring *astr) fc__attribute((nonnull(1)))
Definition astring.h:93
#define BV_SET_ALL(bv)
Definition bitvector.h:107
#define BV_ISSET(bv, bit)
Definition bitvector.h:86
#define BV_CLR(bv, bit)
Definition bitvector.h:94
bool can_city_build_improvement_now(const struct city *pcity, const struct impr_type *pimprove)
Definition city.c:854
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_list_iterate(citylist, pcity)
Definition city.h:505
#define city_tile(_pcity_)
Definition city.h:561
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
void send_city_info(struct player *dest, struct city *pcity)
Definition citytools.c:2368
void city_refresh_vision(struct city *pcity)
Definition citytools.c:3454
void choose_build_target(struct player *pplayer, struct city *pcity)
Definition cityturn.c:2417
bool city_refresh(struct city *pcity)
Definition cityturn.c:158
char * incite_cost
Definition comments.c:76
struct player * conn_get_player(const struct connection *pconn)
Definition connection.c:763
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:77
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:73
struct effect_list * effects[EFT_COUNT]
Definition effects.c:127
struct effect_list * govs[G_LAST]
Definition effects.c:133
int get_player_bonus_effects(struct effect_list *plist, const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:1128
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:824
void get_effect_list_req_text(const struct effect_list *plist, struct astring *astr)
Definition effects.c:1301
int Tech_type_id
Definition fc_types.h:237
#define MAX_LEN_NAME
Definition fc_types.h:67
#define MAX_NUM_TECH_LIST
Definition fc_types.h:44
@ O_SCIENCE
Definition fc_types.h:102
#define Q_(String)
Definition fcintl.h:70
#define _(String)
Definition fcintl.h:67
const struct ft_color ftc_server
const char * city_link(const struct city *pcity)
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
void send_game_info(struct conn_list *dest)
Definition gamehand.c:910
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
Government_type_id government_count(void)
Definition government.c:71
struct government * government_of_player(const struct player *pplayer)
Definition government.c:114
bool can_change_to_government(struct player *pplayer, const struct government *gov)
Definition government.c:170
Government_type_id government_number(const struct government *pgovern)
Definition government.c:91
Government_type_id government_index(const struct government *pgovern)
Definition government.c:82
#define governments_iterate(NAME_pgov)
Definition government.h:124
#define governments_iterate_end
Definition government.h:127
void handle_player_change_government(struct player *pplayer, Government_type_id government)
Definition plrhand.c:565
bool is_great_wonder(const struct impr_type *pimprove)
const char * improvement_name_translation(const struct impr_type *pimprove)
struct city * city_from_great_wonder(const struct impr_type *pimprove)
#define improvement_iterate_end
#define improvement_iterate(_p)
#define fc_assert_msg(condition, message,...)
Definition log.h:182
#define fc_assert_ret(condition)
Definition log.h:192
#define log_verbose(message,...)
Definition log.h:110
#define fc_assert(condition)
Definition log.h:177
#define log_debug(message,...)
Definition log.h:116
#define whole_map_iterate(_map, _tile)
Definition map.h:582
#define whole_map_iterate_end
Definition map.h:591
void send_tile_info(struct conn_list *dest, struct tile *ptile, bool send_unknown)
Definition maphand.c:489
bool update_player_tile_knowledge(struct player *pplayer, struct tile *ptile)
Definition maphand.c:1403
void upgrade_all_city_extras(struct player *pplayer, bool discovery)
Definition maphand.c:274
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_malloc(sz)
Definition mem.h:34
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
const char * nation_plural_for_player(const struct player *pplayer)
Definition nation.c:178
void notify_research(const struct research *presearch, const struct player *exclude, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:393
void notify_player(const struct player *pplayer, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:291
void notify_research_embassies(const struct research *presearch, const struct player *exclude, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:433
int send_packet_unknown_research(struct connection *pc, const struct packet_unknown_research *packet)
int send_packet_research_info(struct connection *pc, const struct packet_research_info *packet)
int player_slot_count(void)
Definition player.c:418
const char * player_name(const struct player *pplayer)
Definition player.c:895
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
int player_index(const struct player *pplayer)
Definition player.c:829
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
#define is_ai(plr)
Definition player.h:232
void send_player_all_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1131
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1148
#define shuffled_players_iterate_end
Definition plrhand.h:108
#define shuffled_players_iterate(NAME_pplayer)
Definition plrhand.h:98
#define fc_rand(_size)
Definition rand.h:56
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
bool research_invention_reachable(const struct research *presearch, const Tech_type_id tech)
Definition research.c:668
enum tech_state research_invention_set(struct research *presearch, Tech_type_id tech, enum tech_state value)
Definition research.c:637
const char * research_advance_rule_name(const struct research *presearch, Tech_type_id tech)
Definition research.c:240
int player_tech_upkeep(const struct player *pplayer)
Definition research.c:1058
int research_count(void)
Definition research.c:1336
int research_number(const struct research *presearch)
Definition research.c:109
const char * research_advance_name_translation(const struct research *presearch, Tech_type_id tech)
Definition research.c:273
int research_total_bulbs_required(const struct research *presearch, Tech_type_id tech, bool loss_value)
Definition research.c:868
const char * research_rule_name(const struct research *presearch)
Definition research.c:143
struct research * research_get(const struct player *pplayer)
Definition research.c:128
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
Definition research.c:619
Tech_type_id research_goal_step(const struct research *presearch, Tech_type_id goal)
Definition research.c:720
bool research_invention_gettable(const struct research *presearch, const Tech_type_id tech, bool allow_holes)
Definition research.c:693
void research_update(struct research *presearch)
Definition research.c:501
int research_pretty_name(const struct research *presearch, char *buf, size_t buf_len)
Definition research.c:169
#define research_players_iterate(_presearch, _pplayer)
Definition research.h:166
#define researches_iterate(_presearch)
Definition research.h:155
#define research_players_iterate_end
Definition research.h:170
#define researches_iterate_end
Definition research.h:158
void script_server_signal_emit(const char *signal_name,...)
#define MAX(x, y)
Definition shared.h:54
Definition city.h:317
bool multiresearch
Definition game.h:170
int techlost_recv
Definition game.h:201
struct conn_list * est_connections
Definition game.h:97
int global_init_techs[MAX_NUM_TECH_LIST]
Definition game.h:110
struct packet_game_info info
Definition game.h:89
int conquercost
Definition game.h:143
int techloss_restore
Definition game.h:199
int freecost
Definition game.h:155
struct civ_game::@31 rgame
struct civ_game::@32::@36 server
int techlost_donor
Definition game.h:200
int techpenalty
Definition game.h:203
bool * govs
Definition techtools.h:25
struct cur_govs_data::@127 * players
int init_techs[MAX_NUM_TECH_LIST]
Definition nation.h:122
bool tech_steal_allow_holes
bool tech_trade_loss_allow_holes
enum free_tech_method free_tech_method
bool global_advances[A_LAST]
bool tech_parasite_allow_holes
char inventions[A_LAST+1]
int bulbs_last_turn
Definition player.h:351
struct team * team
Definition player.h:261
bool is_alive
Definition player.h:268
struct player::@73::@75 server
enum tech_state state
Definition research.h:71
Tech_type_id researching
Definition research.h:52
int future_tech
Definition research.h:42
Tech_type_id tech_goal
Definition research.h:83
int bulbs_researching_saved
Definition research.h:63
struct research::research_invention inventions[A_ARRAY_SIZE]
Tech_type_id researching_saved
Definition research.h:62
int techs_researched
Definition research.h:42
int bulbs_researched
Definition research.h:53
int free_bulbs
Definition research.h:67
const struct unit_type * utype
Definition unit.h:140
struct civ_map map
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:960
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
struct advance * advance_by_number(const Tech_type_id atype)
Definition tech.c:107
bool is_future_tech(Tech_type_id tech)
Definition tech.c:281
bool advance_has_flag(Tech_type_id tech, enum tech_flag_id flag)
Definition tech.c:216
struct advance * valid_advance_by_number(const Tech_type_id id)
Definition tech.c:176
Tech_type_id advance_required(const Tech_type_id tech, enum tech_req require)
Definition tech.c:121
const char * advance_rule_name(const struct advance *padvance)
Definition tech.c:309
#define A_FUTURE
Definition tech.h:46
#define advance_index_iterate_max(_start, _index, _max)
Definition tech.h:248
#define advance_index_iterate_end
Definition tech.h:244
@ AR_TWO
Definition tech.h:107
@ AR_ROOT
Definition tech.h:108
@ AR_ONE
Definition tech.h:106
#define advance_index_iterate_max_end
Definition tech.h:254
static Tech_type_id advance_count(void)
Definition tech.h:165
#define A_FIRST
Definition tech.h:44
#define A_NONE
Definition tech.h:43
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define A_LAST
Definition tech.h:45
#define advance_index_iterate(_start, _index)
Definition tech.h:240
static Tech_type_id pick_cheapest_tech(const struct research *presearch)
Definition techtools.c:955
void handle_player_tech_goal(struct player *pplayer, int tech_goal)
Definition techtools.c:1359
void init_tech(struct research *research, bool update)
Definition techtools.c:1091
static struct government * pick_random_government(struct player *pplayer)
Definition techtools.c:801
void found_new_tech(struct research *presearch, Tech_type_id tech_found, bool was_discovery, bool saving_bulbs)
Definition techtools.c:347
void free_current_governments_data(struct cur_govs_data *data)
Definition techtools.c:1535
static bool lose_tech(struct research *research)
Definition techtools.c:613
void choose_tech_goal(struct research *presearch, Tech_type_id tech)
Definition techtools.c:1072
void research_apply_penalty(struct research *presearch, Tech_type_id tech, int penalty_percent)
Definition techtools.c:67
static void tech_researched(struct research *research)
Definition techtools.c:107
void choose_tech(struct research *research, Tech_type_id tech)
Definition techtools.c:1002
static Tech_type_id pick_random_tech_to_lose(const struct research *presearch)
Definition techtools.c:730
static void package_research_info(struct packet_research_info *packet, const struct research *presearch)
Definition techtools.c:258
static void forget_tech_transferred(struct player *pplayer, Tech_type_id tech)
Definition techtools.c:1413
Tech_type_id steal_a_tech(struct player *pplayer, struct player *victim, Tech_type_id preferred)
Definition techtools.c:1231
void notify_new_government_options(struct player *pplayer, struct cur_govs_data *data, const char *reason)
Definition techtools.c:1549
void handle_player_research(struct player *pplayer, int tech)
Definition techtools.c:1336
Tech_type_id pick_free_tech(struct research *presearch)
Definition techtools.c:1385
void give_immediate_free_tech(struct research *presearch, Tech_type_id tech)
Definition techtools.c:1404
struct cur_govs_data * create_current_governments_data(struct research *presearch)
Definition techtools.c:1487
void send_research_info(const struct research *presearch, const struct conn_list *dest)
Definition techtools.c:293
void choose_random_tech(struct research *research)
Definition techtools.c:987
struct cur_govs_data * create_current_governments_data_all(void)
Definition techtools.c:1515
static void research_tech_lost(struct research *presearch, Tech_type_id tech)
Definition techtools.c:818
void script_tech_learned(struct research *presearch, struct player *originating_plr, struct advance *tech, const char *reason)
Definition techtools.c:84
void give_initial_techs(struct research *presearch, int num_random_techs)
Definition techtools.c:1185
bool tech_transfer(struct player *plr_recv, struct player *plr_donor, Tech_type_id tech)
Definition techtools.c:1435
static Tech_type_id pick_random_tech(const struct research *presearch)
Definition techtools.c:936
void do_tech_parasite_effects(struct player *pplayer)
Definition techtools.c:143
void update_bulbs(struct player *pplayer, int bulbs, bool check_tech, bool free_bulbs)
Definition techtools.c:651
void unit_activities_cancel_all_illegal_plr(const struct player *pplayer)
Definition unittools.c:819
void unit_list_refresh_vision(struct unit_list *punitlist)
Definition unittools.c:5033
const char * utype_name_translation(const struct unit_type *punittype)
Definition unittype.c:1564